Levels that have good quality and are worth playing.
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underFlo
- Wart

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Postby underFlo » Tue Aug 19, 2014 10:01 am
The Level is just the intro level.
How do you make your .rar's so they can screw up so hard?
Last edited by bossedit8 on Tue Aug 19, 2014 10:01 am, edited 1 time in total.
Reason: Fixed
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Radishl
- Guest
Postby Radishl » Tue Aug 19, 2014 10:19 am
Nickname wrote:
The Level is just the intro level.
How do you make your .rar's so they can screw up so hard?
Holy smokes,what the hell I going on... did you try clicking the intro level?
God,all my folders are glitched and it seems my level files are invisible...
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zioy
- Reznor

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Postby zioy » Tue Aug 19, 2014 10:25 am
Did you look in "compatibility files"
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Radishl
- Guest
Postby Radishl » Tue Aug 19, 2014 10:29 am
KoolKat wrote:Did you look in "compatibility files"
Where are those?
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underFlo
- Wart

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Postby underFlo » Tue Aug 19, 2014 10:32 am
Radishl wrote:Nickname wrote:
The Level is just the intro level.
How do you make your .rar's so they can screw up so hard?
Holy smokes,what the hell I going on... did you try clicking the intro level?
God,all my folders are glitched and it seems my level files are invisible...
No, it even had the custom GFX of the level.
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zioy
- Reznor

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Postby zioy » Tue Aug 19, 2014 10:32 am

Where's the level file? Well, let's click "compatibility files" and see where it takes us.....

Last edited by zioy on Tue Aug 19, 2014 10:37 am, edited 1 time in total.
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Radishl
- Guest
Postby Radishl » Tue Aug 19, 2014 10:37 am
KoolKat wrote:
Where's the level file? Well, let's click "compatibility files" and see where it takes us.....

Oh thank you and
UPDATED PLS FOR THE LOVE OF GOD WORK
http://www.mediafire.com/download/6bdw7 ... Puzzle.rar
Last edited by bossedit8 on Tue Aug 19, 2014 10:37 am, edited 1 time in total.
Reason: Quote - Spoiler at the Images added
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zioy
- Reznor

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Postby zioy » Tue Aug 19, 2014 10:38 am
It worked!
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underFlo
- Wart

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Postby underFlo » Tue Aug 19, 2014 10:43 am
I don't even know what level you corrupted there. Is this a sequel to Block Bollocks? Or might you have given us a SMLTGH level accidentally (judging by the music)?
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KateBulka
- Dolphin

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Postby KateBulka » Tue Aug 19, 2014 10:45 am
you're lucky it's a good level, and this Unoffical review
GAMEPLAY & design:
I know it looks like a Old Castle Adventure but nothing wrong, i need say, this so easy puzzle, if you were a master of puzzles I would say *This better!*
Graphics:
them here a little, but at the same time I would say that it looks little pleasant...
Points:
Gameplay - 5.5/10
Design - 3.5/10
Graphics - 4.2/10
Main Point:
4.7/10 - Average
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Radishl
- Guest
Postby Radishl » Tue Aug 19, 2014 10:46 am
Nickname wrote: I don't even know what level you corrupted there. Is this a sequel to Block Bollocks? Or might you have given us a SMLTGH level accidentally (judging by the music)?
Nooooooooooooo
Ok, now I know the solution of the problem. It will be fixed later.
My apologies.
MyNameIsEric52 wrote:you're lucky it's a good level, and this Unoffical review
GAMEPLAY & design:
I know it looks like a Old Castle Adventure but nothing wrong, i need say, this so easy puzzle, if you were a master of puzzles I would say *This better!*
Graphics:
them here a little, but at the same time I would say that it looks little pleasant...
Points:
Gameplay - 5.5/10
Design - 3.5/10
Graphics - 4.2/10
Main Point:
4.7/10 - Average
This is a fake review, the level files Arnt even correct.
Last edited by bossedit8 on Tue Aug 19, 2014 10:49 am, edited 1 time in total.
Reason: Merged Post and added Spoiler inside the Quote
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KateBulka
- Dolphin

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Postby KateBulka » Tue Aug 19, 2014 10:49 am
This Unoffical, this not fake, and really good level (Average level)
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underFlo
- Wart

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Postby underFlo » Tue Aug 19, 2014 10:51 am
MyNameIsEric52 wrote:This Unoffical, this not fake, and really good level (Average level)
You know, Eric, you can't just judge a level by a screenshot, you actually HAVE TO PLAY IT. I know it sounds crazy and unbelievable, but it's true.
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RudeGuy
- Bowser

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Postby RudeGuy » Tue Aug 19, 2014 12:48 pm
Level review: Wario's Puzzle by Radishl, reviewed by Christian07
Gameplay: 6/10
The gimmick of this level was using the bouncy properties of the mushroom block (when it falls and touch the floor, it makes a little jump of 1 block), which is a new gimmick and I likes it. Tough, sometimes you need to use this ability while carrying a key and in some places it really annoys me. In the section 3 and 4 this gimmick doesn't appear and the sections are structured in other ways: in the section 3 you only have to carry a key (and you could be stuck if you jump the place where it is and fall after) and in the 4 one you have to use throw some enemies to kill another ones. The last sections where almost impossible due to some really high places to reach while holding a key and I had to glitch. The NPC placement was good. The boss was only a Ludwig replacement, nothing really interesting, but at least it was decent.
Atmosphere: 8/10
There wasn't any backgrounds, but I still felt to stay into a castle. The music was good for this kind of levels and there was a good amount of BGOs. I've seen a cutoff in the section 2:
Yeah, you should fix that. 8/10 for the lack of the BG and for the little cutoff.
Overall: 7/10. A pretty good level. I think you need to work more on puzzles.
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Radishl
- Guest
Postby Radishl » Tue Aug 19, 2014 4:08 pm
Thank you for the review
: )
Last edited by bossedit8 on Tue Aug 19, 2014 4:11 pm, edited 1 time in total.
Reason: Removed Quote
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Wed Nov 12, 2014 12:27 pm
Wow! I've been waiting for someone to make a level exploiting the bouncy properties of NPCs. Thanks!
And now, my review of Wario's Puzzle:
So, the level starts off simple enough by introducing the concept (albeit a bit vaguely) in a relatively empty room so that the player can get become familiar the level's gimmick. The second section barely takes the concept one step further, and the third section abandons the concept entirely (although it does introduce a bouncy enemy). By the way, you forgot to sprite-swap the blue Snifit's death effect.
The fourth section has the midpoint, but its placement is justified due to what comes next: the player has to use the bouncy properties to grab the aforementioned bouncy enemies and use them to kill other enemies that are blocking the path forward. I thought that this section was neat, but it was a bit annoying having to go back and forth across a winding, empty path just to get another bouncy NPC (though I do understand why you built the section like that). The fifth section is annoying because if you don't realize what's happening quickly enough, the upper bouncy NPC will fall off of the top platform, rendering the level impossible to beat since you won't be able to bring it back up to kill the Thwomp that's blocking the key. Then, you have to kill yourself and redo the previous section. I recommend adding a block to prevent that from happening.
The sixth section is also annoying because the spiked ball generator is set to "Random," meaning if they begin to move left, and you're on the left side of the screen, you will just have to wait for them to begin to move right again (if they moved right constantly, it wouldn't be so bad since you have areas for the player to hide from them while still being able to progress if another one is coming). The seventh section was pretty tricky to finish as it required some precision jumps at the end, but I still enjoyed it. The final section was a huge letdown since it was only a Ludwig sprite swap. You had a neat gimmick, so why didn't you build the boss around it? Honestly, it would have been better if the seventh section were the final section since pre-programmed AI bosses are overused and detract from the overall experience if nothing unique is done to change the fight up.
In conclusion:
Although you had a neat gimmick to build a level around, you didn't really flesh it out much. I would have liked to see more challenging (but not in a deadly way) puzzles built around this gimmick, or at least a boss fight where the bouncy properties play an integral role in winning. However, what you have here is still pretty good, and I'd say that this deserves a 6/10.
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Radishl
- Guest
Postby Radishl » Wed Nov 12, 2014 2:01 pm
Imaynotbehere4long wrote:Wow! I've been waiting for someone to make a level exploiting the bouncy properties of NPCs. Thanks!
And now, my review of Wario's Puzzle:
So, the level starts off simple enough by introducing the concept (albeit a bit vaguely) in a relatively empty room so that the player can get become familiar the level's gimmick. The second section barely takes the concept one step further, and the third section abandons the concept entirely (although it does introduce a bouncy enemy). By the way, you forgot to sprite-swap the blue Snifit's death effect.
The fourth section has the midpoint, but its placement is justified due to what comes next: the player has to use the bouncy properties to grab the aforementioned bouncy enemies and use them to kill other enemies that are blocking the path forward. I thought that this section was neat, but it was a bit annoying having to go back and forth across a winding, empty path just to get another bouncy NPC (though I do understand why you built the section like that). The fifth section is annoying because if you don't realize what's happening quickly enough, the upper bouncy NPC will fall off of the top platform, rendering the level impossible to beat since you won't be able to bring it back up to kill the Thwomp that's blocking the key. Then, you have to kill yourself and redo the previous section. I recommend adding a block to prevent that from happening.
The sixth section is also annoying because the spiked ball generator is set to "Random," meaning if they begin to move left, and you're on the left side of the screen, you will just have to wait for them to begin to move right again (if they moved right constantly, it wouldn't be so bad since you have areas for the player to hide from them while still being able to progress if another one is coming). The seventh section was pretty tricky to finish as it required some precision jumps at the end, but I still enjoyed it. The final section was a huge letdown since it was only a Ludwig sprite swap. You had a neat gimmick, so why didn't you build the boss around it? Honestly, it would have been better if the seventh section were the final section since pre-programmed AI bosses are overused and detract from the overall experience if nothing unique is done to change the fight up.
In conclusion:
Although you had a neat gimmick to build a level around, you didn't really flesh it out much. I would have liked to see more challenging (but not in a deadly way) puzzles built around this gimmick, or at least a boss fight where the bouncy properties play an integral role in winning. However, what you have here is still pretty good, and I'd say that this deserves a 6/10.
thanks for ur review~
I kinda got lazy at the boss fight tho, sorry
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